EP3623938B1 - Procédé et appareil de rendu de jeu et support de stockage non transitoire lisible par ordinateur - Google Patents
Procédé et appareil de rendu de jeu et support de stockage non transitoire lisible par ordinateur Download PDFInfo
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- EP3623938B1 EP3623938B1 EP19189588.7A EP19189588A EP3623938B1 EP 3623938 B1 EP3623938 B1 EP 3623938B1 EP 19189588 A EP19189588 A EP 19189588A EP 3623938 B1 EP3623938 B1 EP 3623938B1
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- G06F9/44—Arrangements for executing specific programs
- G06F9/455—Emulation; Interpretation; Software simulation, e.g. virtualisation or emulation of application or operating system execution engines
- G06F9/45504—Abstract machines for programme code execution, e.g. Java virtual machine [JVM], interpreters, emulators
- G06F9/45529—Embedded in an application, e.g. JavaScript in a Web browser
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- Y02D10/00—Energy efficient computing, e.g. low power processors, power management or thermal management
Definitions
- CN107911708A discloses a barrage display method, a live broadcasting method and related devices.
- the barrage display method is applied to a game application in the barrage display device for game live broadcasting.
- the barrage display method comprises the steps that a game is started in a live broadcasting application, and game pictures of the game application are broadcast in alive mode by means of the live broadcasting application; a private communication channel is built with the live broadcasting application; barrage data acquired by the live broadcasting application is acquired through the private communication channel, wherein the barrage data is comment data published for the game pictures which are broadcast in the live mode by users corresponding to various terminals; and the barrage data is rendered in a graph processing unit (GPU), and the rendered barrage data is superimposed in the current game picture to be displayed. Accordingly, the barrage can be displayed during game live broadcasting, and interaction among the users is enhanced.
- GPU graph processing unit
- a terminal device includes at least one processor and a computer readable storage coupled to the at least one processor.
- the computer readable storage stores computer programs thereon, which when executed by the processor, cause the processor to: transmit drawing instructions cached in an instruction set to a bridge layer by a JS layer, when a number of the drawing instructions cached in the instruction set is greater than or equal to a first threshold; obtain a rendering result by the bridge layer using an OpenGL capability to process the drawing instructions; transmit the rendering result to a system framework layer by the bridge layer; and perform rendering based on the rendering result by the system framework layer.
- the processor 101 is a control center of the terminal device 100, and connects various parts of the whole terminal device through various interfaces and lines, runs or executes software programs and/or modules stored in the memory, and invokes data stored in the memory to perform various functions of the terminal device and processes data, thereby monitoring the terminal device as a whole.
- the JS layer transmits the drawing instructions cached in the instruction set to the bridge layer.
- the storage areas of the instruction sets corresponding to different mini-games may be different (e.g., an instruction set “a” corresponding to a mini-game “A” is stored in a designated area “1”, an instruction set “b” corresponding to a mini-game “B” is stored in a designated area “2”, etc.) or the same (e.g., the instruction set "a” corresponding to the mini-game "A” and the instruction set "b” corresponding to the mini-game “B” are both stored in the designated area "1", etc.).
- the first threshold may be defined by a user, or may be customized by the terminal device, which is not limited herein.
- the first threshold is, for example, 10, 20, 23, 30, or other values.
- the first thresholds corresponding to different mini-games are the same, to facilitate management of the terminal device.
- the actions in the block 204 is specifically implemented as follow.
- the system framework layer transmits the rendering result to a surface flinger, synthesizes screen contents through the surface flinger based on the rendering result, and displays the synthesized screen contents on a display screen of the terminal device.
- the surface flinger is an independent service, which receives surfaces of all windows as an input, calculates positions of each surface in a final synthesized image according to parameters of each Surface, such as ZOrder, transparency, size, location, etc., and then the positions is transmitted to HWComposer or OpenGL to generates a final display Buffer, which is then displayed on a specific display device.
- the JS layer receives a game service code.
- the JS layer transmits the operation instruction to the bridge layer.
- the bridge layer transmits the query result to the JS layer.
- the action that the JS layer transmits the operation instruction to the bridge layer is specifically implemented as follow.
- the JS layer obtains instruction information carried in the operation instruction by parsing the operation instruction, and then transmits the obtained instruction information to the bridge layer.
- the instruction information carried in the operation instruction includes, but is not limited to, an instruction name and instruction parameters.
- the method includes the follows.
- JNI provides several APIs to achieve communication between Java and other languages (mainly C&C++), which allows Java codes to interact with codes written in other languages.
- the JS layer determines whether a number of drawing instructions cached in a instruction set is greater than or equal to a first threshold.
- the action at block 405 is performed.
- the action at block 416 is performed.
- the bridge layer uses the OpenGL capability to generate an OpenGL drawing command corresponding to the drawing instructions according to the instruction information.
- Rendering is performed based on the rendering result by the system framework layer.
- the integrated unit may be stored in a computer-readable memory when it is implemented in the form of a software functional unit and is sold or used as a separate product.
- the technical solutions of the present disclosure essentially, or the part of the technical solutions that contributes to the related art, or all or part of the technical solutions, may be embodied in the form of a software product which is stored in a memory and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device and so on) to perform all or part of the steps described in the various implementations of the present disclosure.
- the memory includes various medium capable of storing program codes, such as a USB (universal serial bus) flash disk, a read-only memory (ROM), a random-access memory (RAM), a removable hard disk, Disk, compact disc (CD), or the like.
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- Engineering & Computer Science (AREA)
- Software Systems (AREA)
- Theoretical Computer Science (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- General Engineering & Computer Science (AREA)
- Computer Hardware Design (AREA)
- Human Computer Interaction (AREA)
- Computer Graphics (AREA)
- Computing Systems (AREA)
- User Interface Of Digital Computer (AREA)
- Image Generation (AREA)
Claims (15)
- Procédé de rendu de jeu exécuté par un dispositif terminal (100, 500), le dispositif terminal comprenant une couche (21) JavaScript (JS), une couche de pont (22) et une couche de structure de système (23), le procédé comprenant :la couche JS transmet des instructions de dessin mises en cache comprises dans un ensemble d'instructions à la couche de pont, lorsque le nombre des instructions de dessin mises en cache comprises dans l'ensemble d'instructions est supérieur ou égal à un premier seuil (201) ;la couche de pont obtient un résultat de rendu en utilisant une capacité OpenGL pour traiter les instructions de dessin (202) ;la couche de pont transmet le résultat de rendu à la couche de structure de système (203) ; etla couche de structure de système exécute le rendu sur la base du résultat de rendu (204).
- Procédé selon la revendication 1, comprenant en outre :la couche JS reçoit un code de service de jeu (401), dans lequel une pluralité de codes de service de jeu sont mis en cache, et correspondent à une pluralité d'instructions de fonctionnement liées au jeu, dans lequel les instructions de fonctionnement liées au jeu comprennent des instructions de dessin et des instructions de requête ;la couche JS invoque une capacité WebGL (402) ;la couche JS obtient une instruction de fonctionnement en utilisant la capacité WebGL pour analyser le code de service de jeu (402) ; etla couche JS détermine si le nombre des instructions de dessin mises en cache comprises dans l'ensemble d'instructions est supérieur ou égal au premier seuil (404), lorsque l'instruction de fonctionnement obtenue n'est pas une instruction de requête.
- Procédé selon la revendication 2, comprenant en outre :la couche JS transmet l'instruction de fonctionnement obtenue à la couche de pont, lorsque l'instruction de fonctionnement obtenue est une instruction de requête (413) ;la couche de pont obtient un résultat de requête en utilisant la capacité OpenGL pour traiter l'instruction de fonctionnement obtenue (414) ; etla couche de pont transmet le résultat de la requête à la couche JS (415).
- Procédé selon la revendication 2 ou 3, comprenant en outre :
la couche JS met en cache l'instruction de fonctionnement obtenue sur l'ensemble d'instructions, lorsque l'instruction de fonctionnement obtenue n'est pas une instruction de requête et que le nombre d'instructions de dessin mises en cache comprises dans l'ensemble d'instructions est inférieur au premier seuil (416). - Procédé selon l'une quelconque des revendications 1 à 4, dans lequel la couche de pont obtenant le résultat de rendu en utilisant la capacité OpenGL pour traiter les instructions de dessin mises en cache (202) comprend :la couche de pont obtient des informations d'instruction en analysant les instructions de dessin mises en cache (406) ;la couche de pont utilise la capacité OpenGL pour générer une commande de dessin OpenGL correspondant aux instructions de dessin en fonction des informations d'instruction (407) ; etla couche de pont forme un résultat de rendu en dessinant la commande de dessin OpenGL dans une fenêtre de rendu OpenGL (408).
- Procédé selon l'une quelconque des revendications 1 à 5, dans lequel la couche de pont transmettant le résultat de rendu à la couche de structure de système (203) comprend :la couche de pont met en cache le résultat de rendu dans une mémoire tampon de pixels (409) ; etla couche de pont transmet le résultat de rendu à la couche de structure de système en échangeant des données avec une mémoire tampon d'écran par l'intermédiaire de la mémoire tampon de pixels (410).
- Procédé selon l'une quelconque des revendications 1 à 6, dans lequel la couche de structure de système exécutant le rendu sur la base du résultat de rendu (204) comprend :la couche de structure de système transmet le résultat de rendu à un déflecteur de surface (411) ; etla couche de structure de système synthétise des contenus d'écran par l'intermédiaire du déflecteur de surface sur la base du résultat de rendu, et affiche les contenus d'écran synthétisés sur un écran d'affichage du dispositif terminal (412).
- Appareil de rendu de jeu (600, 600') constitué par un dispositif terminal (100, 500), le dispositif terminal comprenant en outre une couche (21) JavaScript (JS), une couche de pont (22) et une couche de structure de système (23), l'appareil (600) comprenant :une unité de transmission (601), configurée pour transmettre des instructions de dessin mises en cache comprises dans un ensemble d'instructions à la couche de pont par la couche JS, lorsque le nombre des instructions de dessin mises en cache comprises dans l'ensemble d'instructions est supérieur ou égal à un premier seuil ;une unité de traitement (602), configurée pour obtenir un résultat de rendu par la couche de pont en utilisant une capacité OpenGL pour traiter les instructions de dessin ;l'unité de transmission (601) est configurée en outre pour transmettre le résultat de rendu à une couche de structure de système par la couche de pont ; etune unité de rendu (603), configurée pour exécuter un rendu sur la base du résultat de rendu par la couche de structure de système.
- Appareil de rendu de jeu (600') selon la revendication 8, comprenant en outre :une unité de réception (604), configurée pour recevoir un code de service de jeu par la couche JS, dans lequel une pluralité de codes de service de jeu sont mis en cache, et correspondent à une pluralité d'instructions de fonctionnement liées au jeu, dans lequel les instructions de fonctionnement liées au jeu comprennent des instructions de dessin et des instructions de requête ;une unité d'invocation (605), configurée pour invoquer une capacité WebGL par la couche JS ;l'unité de traitement (602) configurée en outre pour obtenir une instruction de fonctionnement par la couche JS en utilisant la capacité WebGL pour analyser le code de service de jeu, et déterminer, par la couche JS, si le nombre des instructions de dessin mises en cache comprises dans l'ensemble d'instructions est supérieur ou égal au premier seuil, lorsque l'instruction de fonctionnement obtenue n'est pas une instruction de requête.
- Appareil de rendu de jeu (600') selon la revendication 9, dans lequel
l'unité de transmission (601) est configurée en outre pour transmettre l'instruction de fonctionnement obtenue à la couche de pont par la couche JS, lorsque l'instruction de fonctionnement obtenue est une instruction de requête ;
l'unité de traitement (602) est configurée en outre pour obtenir un résultat de requête par la couche de pont en utilisant la capacité OpenGL pour traiter l'instruction de fonctionnement obtenue ; et
l'unité de transmission (601) est configurée en outre pour transmettre le résultat de la requête à la couche JS par la couche de pont. - Appareil (600') selon la revendication 9, comprenant en outre :
une unité de mise en cache (606), configurée pour mettre en cache l'instruction de fonctionnement obtenue sur l'ensemble d'instructions par la couche JS, lorsque l'instruction de fonctionnement obtenue n'est pas une instruction de requête et que le nombre d'instructions de dessin mises en cache comprises dans l'ensemble d'instructions est inférieur au premier seuil. - Appareil (600, 600') selon l'une quelconque des revendications 8 à 11, dans lequel l'unité de traitement (602) est configurée pour :obtenir des informations d'instruction par la couche de pont en analysant les instructions de dessin ;utiliser la capacité OpenGL pour générer une commande de dessin OpenGL correspondant aux instructions de dessin en fonction des informations d'instruction ; etformer un résultat de rendu par la couche de pont en dessinant la commande de dessin OpenGL dans une fenêtre de rendu OpenGL.
- Appareil (600, 600') selon l'une quelconque des revendications 8 à 12, dans lequel l'unité de transmission (601) est configurée pour :mettre en cache le résultat de rendu dans une mémoire tampon de pixels par la couche de pont ; ettransmettre le résultat de rendu à la couche de structure de système par la couche de pont en échangeant des données avec une mémoire tampon d'écran par l'intermédiaire de la mémoire tampon de pixels.
- Appareil (600, 600') selon l'une quelconque des revendications 8 à 13, dans lequel l'unité de rendu (603) est configurée pour :transmettre le résultat de rendu à un déflecteur de surface par la couche de structure de système ; etsynthétiser des contenus d'écran sur la base du résultat de rendu par le déflecteur de surface ; etafficher les contenus d'écran synthétisés sur un écran d'affichage du dispositif terminal.
- Support de stockage lisible par ordinateur non transitoire stockant des programmes informatiques qui, lorsqu'ils sont exécutés par un processeur (101, 501), amènent le processeur à mettre en œuvre le procédé selon l'une quelconque des revendications 1 à 7.
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CN201811061909.2A CN109343837A (zh) | 2018-09-12 | 2018-09-12 | 游戏渲染方法及相关设备 |
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EP3623938A1 EP3623938A1 (fr) | 2020-03-18 |
EP3623938B1 true EP3623938B1 (fr) | 2021-06-16 |
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Country Status (5)
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US (1) | US10866818B2 (fr) |
EP (1) | EP3623938B1 (fr) |
CN (1) | CN109343837A (fr) |
ES (1) | ES2882642T3 (fr) |
WO (1) | WO2020052376A2 (fr) |
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CN109343837A (zh) * | 2018-09-12 | 2019-02-15 | Oppo广东移动通信有限公司 | 游戏渲染方法及相关设备 |
CN110297623B (zh) * | 2019-07-03 | 2023-07-14 | 广州虎牙科技有限公司 | 日志展示方法及装置 |
CN112330783A (zh) * | 2019-07-31 | 2021-02-05 | 广州虎牙科技有限公司 | 云渲染方法、装置、终端设备及可读存储介质 |
CN111522520B (zh) * | 2020-04-03 | 2024-04-19 | 广东小天才科技有限公司 | 软件仿类纸的处理方法、装置、设备和存储介质 |
CN111562962B (zh) * | 2020-04-29 | 2023-07-04 | 百度在线网络技术(北京)有限公司 | 画面渲染方法、装置、电子设备和存储介质 |
CN113262466A (zh) * | 2021-05-11 | 2021-08-17 | Oppo广东移动通信有限公司 | 震动控制方法、装置、移动终端及存储介质 |
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CN103399729B (zh) | 2013-06-28 | 2016-04-27 | 广州市动景计算机科技有限公司 | 一种HTML5 Canvas应用处理方法、装置及处理器 |
US9507649B2 (en) | 2014-05-29 | 2016-11-29 | Apple Inc. | Web browser for spoofing supported features |
CN104778082B (zh) | 2015-03-25 | 2018-04-24 | 小米科技有限责任公司 | 开放式图形库操作的处理方法和装置 |
CN106453852A (zh) | 2016-09-20 | 2017-02-22 | 深圳鼎智通讯股份有限公司 | 安卓终端的屏幕颜色调节系统及其方法 |
CN106504185B (zh) | 2016-10-26 | 2020-04-07 | 腾讯科技(深圳)有限公司 | 一种渲染优化方法和装置 |
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CN107913519B (zh) | 2017-08-29 | 2022-11-04 | 深圳壹账通智能科技有限公司 | 2d游戏的渲染方法及移动终端 |
CN107911708B (zh) | 2017-11-09 | 2022-04-05 | 腾讯数码(天津)有限公司 | 弹幕显示方法、直播方法、及相关装置 |
CN109343837A (zh) * | 2018-09-12 | 2019-02-15 | Oppo广东移动通信有限公司 | 游戏渲染方法及相关设备 |
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2018
- 2018-09-12 CN CN201811061909.2A patent/CN109343837A/zh active Pending
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2019
- 2019-07-29 US US16/525,038 patent/US10866818B2/en active Active
- 2019-08-01 EP EP19189588.7A patent/EP3623938B1/fr active Active
- 2019-08-01 ES ES19189588T patent/ES2882642T3/es active Active
- 2019-08-05 WO PCT/CN2019/099300 patent/WO2020052376A2/fr active Application Filing
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WO2018050003A1 (fr) * | 2016-09-14 | 2018-03-22 | 阿里巴巴集团控股有限公司 | Procédé et appareil de restitution d'élément de page web par 3d canvas et dispositif électronique |
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Publication number | Publication date |
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EP3623938A1 (fr) | 2020-03-18 |
US10866818B2 (en) | 2020-12-15 |
ES2882642T3 (es) | 2021-12-02 |
US20200081722A1 (en) | 2020-03-12 |
WO2020052376A3 (fr) | 2020-05-14 |
CN109343837A (zh) | 2019-02-15 |
WO2020052376A2 (fr) | 2020-03-19 |
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